Copyright notice
A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all rights.
Technical field of the invention
This invention relates to gaming systems and to gaming machines through which players may participate in wagering games. More particularly, the invention relates to methods for conducting an interactive reel or symbol array type wagering game including special wild symbols which propagates through the symbol array in an alternating manner.
Background of the invention
Various slot machine games use wild symbols to enhance the game experience for games with reels, simulated reels, or other arrays of gaming symbols. Some machines use an "expanding wild" symbol that can expand to fill an entire reel, thereby creating more potential for forming winning patterns in a particular game result. Other games known in the art use an expanding wild symbol that expands until it reaches a termination symbol. Still other games use various special features associated with wild symbols.
What is needed are more exciting variations for the creation and use of wild symbols in order to increase player excitement and enjoyment of slot machine games.
Summary of the invention
The present invention includes a highly entertaining method of conducting a game for one or more players. The entertainment value is achieved partially by a reel symbol game including a mystery wild feature including one or more special wild symbols known in a preferred version as the "Flip'n Wild." The feature preferably occurs during the reel spin of a base game play and the wild symbols are placed before the reels stop. The Flip'n Wild symbol, which may be represented as a flipping card, moves from right or left and up or down across the reels. As it moves, it alternates/flips from a "flip" side to a "wild" side. In every reel position in which a "wild" lands, a wild status is left in place, which may be marked by a wild symbol or some other designation indicating that symbol location has a wild status. The reels then stop and evaluate. If a base game wild lands under a flip wild, it becomes a 2.times. wild. If a bonus symbol lands under a flip wild, it acts as both a wild and a bonus trigger.
Another version of the invention is a computer program stored on a non-transitory readable medium. The software version is, of course, typically designed to be executed by a gaming machine or networked gaming system. The software includes multiple portions of computer executable code referred to as program code. Gaming results are provided in response to a wager and displayed by display program code that generates simulated slot reels each including one or more symbol locations. The program also has game controller program code for determining game play results involving spins or other randomization of an array of symbols, each spin producing a spin result, each spin result having a chance to include one or more of the special wild symbols.
Another version of the invention is a gaming system that includes one or more gaming servers, and a group of electronic gaming machines connected to the servers by a network. The various functionality described herein may be distributed between the electronic gaming machines and the gaming servers in any practically functional way. For example, the current preferred architecture is for the servers to determine all aspects of game logic, random number generation, and prize awards. The gaming machines provide functionality of interfacing with the player and animating the game results received from the server in an entertaining manner. However, other embodiments might use a thin client architecture in which the animation is also conducted by the server, and electronic gaming machines serve merely as a terminal to receive button or touch screen input from the player and to display graphics received from the server.
Different features may be included in different versions of the invention. For example, different animation themes may be applied that display the application of the special wild transformation field in different ways.
These and other advantages and features of the invention will be apparent from the following description of the preferred embodiments, considered along with the accompanying drawings.
Brief description of the drawings
FIGS. 1A-1H, 1J-1N, and 1P-1S are a series of sequential game screen diagrams from an example game using an alternating wild symbol feature according to one embodiment.
FIGS. 1T-1V are an example series of game screen diagrams according to another embodiment in which the alternating wild symbol may appear in the base game reel spin.
FIG. 1W is a game screen diagram according to another embodiment.
FIG. 2A is a flow chart showing an example game play process at a gaming machine that includes an alternating wild symbol according.
FIG. 2B is another flow chart showing an example process of implementing an alternating wild sequence.
FIG. 2C is a flow chart showing another example game play process, this example including reverse-mapping of game results to a set of predetermined alternating wild symbol paths.
FIG. 2D shows block diagrams of three different data structures employed in one example reverse-mapping embodiment.
FIG. 3A is a front perspective view of a gaming machine which may be used in a gaming system embodying the principles of the present invention.
FIG. 3B is a block diagram showing various electronic components of the gaming machine shown in FIG. 3A together with additional gaming system components.
FIG. 4A is a system block diagram of a gaming system according to one embodiment of the present invention.
FIG. 4B is a system block diagram of a gaming system according to another embodiment.
Detailed description of preferred embodiments
FIGS. 1A-1H, 1J-1N, and 1P-1S are a series of sequential game screen diagrams from an example game using an alternating wild symbol feature according to one embodiment. FIG. 1A is a game screen diagram for an in progress game that has started an alternating wild feature according to one embodiment. In this embodiment, the graphics display includes a matrix of symbol locations 1001 that displays symbols in four locations 1004 on each of five separate reels 1002. In the example game screen, a game result shown is beginning to display an alternating wild sequence. This version provides an alternating wild sequence at the beginning of play of the base game round. While the reels are spinning, alternating wild symbols may be shown to traverse or flip across the screen to designate certain positions as having wild symbol functionality. In a preferred version, this transformation is accompanied by animation of an alternating wild symbol flipping along the designated path. As it moves, the alternating wild symbol alternates or flips from a "flip" side to a "wild" side. In every reel position that "wild" lands, a wild is left in place.
In some versions, the reels are shown to spin while the alternating wild symbols traverse the screen. In this particular example, the feature is highlighted by obscuring the graphics of the spinning reels 1002 with a graphic of a smokescreen, as may be seen depicted in the drawing along the bottom row of symbol locations 1004. In this version, in a base game round that includes an alternating wild sequence, the smokescreen is animated to fill the array 1001 while the reels are spinning, as is shown in process in FIG. 1A. Such a feature may be useful in embodiments employing reverse-mapped game logic, in which an outcome is randomly selected and then a game presentation is shown to match the outcome. For example, one preferred embodiment uses a Class II bingo game engine to produce outcomes (such as that produced by the assignee of the present invention at the time of filing this application, Multimedia Games Inc.), and then selects a scripted game presentation to present the outcome. The smokescreen feature depicted in FIG. 1A, or a similar feature that obscures or interrupts the depicted reel spin on the gaming machine, may be employed to present such a reverse-mapped game to enable the game presentation to animated reels spinning immediately when the play button is pushed, but then change the animated outcome to the selected reel spin and reel stop for the current game outcome when the animation leaves the smokescreen presentation. This is useful for presenting bingo game results which may only be made available by a gaming outcome server after a delay of several seconds following the play button push.
FIG. 1B is a subsequent game screen diagram for the same game showing an alternating wild symbol 1020 flipping onto the screen from the left side as shown in the drawing, with the flip (not wild) side appearing. In this sequence, because the flip side of the symbol 1020 appears in the first column in the depicted array, a wild symbol is not deposited in the first, and the symbol 1020 continues to flip or alternate as it travels along a path determined by the game controller.
FIG. 1C is a game screen diagram after that of FIG. 1B, showing the same alternating wild symbol flipping over to display its wild side at the next location of the path determined for this symbol, which happens to be continued movement to the right in this example path. Because the symbol 1020 is flipped over to its wild side in the symbol location where it lands in the second column of symbol locations (as shown by the graphics adorning the flipping symbol in the drawing) the symbol deposits the wild status by depositing some designation or symbol at that symbol location. This is shown in the next drawing and sequence.
FIG. 1D is a game screen diagram showing the alternating wild symbol 1020 leaving a wild status behind where it landed in FIG. 1C, and changing direction to follow a path toward the bottom of the screen. The depicted change of direction is merely one option, and the actual direction of movement from each symbol location is determined by the game controller as will be further discussed below.
FIGS. 1E-F is a game screen diagram showing a continuation of the example path of the alternating wild symbol as it flips down again and moves off the screen. As shown in FIG. 1E, the alternating wild symbol 1020 has flipped over or alternated to show the flip side at the new location, and therefore does not deposit a wild status in the current symbol location. Instead, the alternating wild symbol continues to flip in a direction determined by the game controller, in this example, as shown in FIG. 1F, by flipping downward to leave the symbol array and thereby conclude or terminate the path of this alternating wild symbol.
In a preferred embodiment, more than one alternating wild symbol 1020 may be employed during a particular game round. Continuing the example sequence described above, FIG. 1G is a game screen diagram showing a second example path of a second alternating wild symbol 1020. The depicted sequence includes the second symbol 1020 flipping onto the screen and depositing a wild status in the top symbol location of the center column, as depicted. The example animation in FIG. 1G shows the symbol 1020 in process of flipping off of the symbol location where it has just deposited a wild status. Again, the direction of each movement is shown for example only, and is determined by the game controller.
FIG. 1H is a game screen diagram showing a continuation of the second example path of the alternating wild symbol. In this example animation, the symbol is shown to flip over to the right and display its flip side, which does not change or alter the status of symbol location where the flip side lands.
FIG. 1J is a game screen diagram showing a continuation of the second example path of the alternating wild symbol. In this animation, the symbol 1020 is shown to flip again to the right as it alternates to show the wild side, and thereby deposits a wild status in the top symbol location of the right-hand depicted reel. FIG. 1K shows the wild status left behind at this location as the alternating wild symbol 1020 continues to traverse a path on the depicted array of symbol locations. In this example, the symbol 1020 again moved to the right, as depicted in the drawing that shows the symbol flipping off the right side of the symbol array and thereby terminating or concluding this second example path for the alternating wild sequence of this particular example game play.
FIG. 1L is a game screen diagram showing a third example path taken by an alternating wild symbol, and continues the sequence of animations shown in the previous drawings. This third example path begins with an alternating wild symbol 1020 flipping or moving onto the screen over the top symbol location in the center reel. It is noted that this symbol location has already been given a wild status, but in this embodiment the alternating wild symbol is allowed by the game logic to flip over the symbol location having a wild status if the flip side of the symbol 1020 lands at that location, not the wild side. FIG. 1M shows the next animation in this example sequence, in which the symbol 1020 moves off of the location in which it previously landed, and flips downward. FIG. 1N shows the next animation in this example sequence, in which the alternating wild symbol flips over to show the wild side in the second symbol location in the center column. FIG. 1P shows the next animation in this example sequence, in which a wild status is deposited where the alternating wild symbol landed in the previous drawing. As depicted, in this example after depositing this wild status, the alternating wild symbol flips upward to again show the flip side at the top symbol location of the center column. This is only one example. Other directions of movement may, of course, be provided in any particular game result. In this example sequence, the symbol continued its upward movement and flips off the symbol array without depositing any further wild symbols.
This sequence includes three paths traversed by an alternating wild symbol. In this example, the animations are shown sequentially with a symbol appearing and traversing the path and disappearing before another symbol appears. This is only an example, and other versions may have multiple alternating wild symbols traversing the screen simultaneously.
FIG. 1Q is a game screen diagram appearing after that of FIG. 1P in this example sequence, the diagram showing the matrix of symbol locations as the game removes the smokescreen to show the spinning reels, and then begins to stop the reels to show the resulting symbols. As depicted, those locations that received a wild status from the alternating wild symbol maintain that status in the populated symbol array that is created by stopping the simulated reel spin or other symbol rearrangement process.
FIG. 1R is the next game screen diagram in the sequence, which shows the matrix of symbol locations appearing with finalized symbols in the left-hand column of symbol locations, as the remaining columns are depicted as continuing to spin. While in a preferred version, the array of symbol locations is populated by stopping one reel at a time from right to left to create player excitement, any other suitable method of displaying results may be used.
FIG. 1S is a game screen diagram showing the final matrix of symbol locations after the game has populated the symbol locations with the example set of game symbols. The symbol array is then evaluated for winning paylines and patterns, such as the example winning payline shown formed using one of the wild status locations deposited previously in the sequence by the alternating wild symbols.
FIGS. 1T-1U are an example series of game screen diagrams according to another embodiment in which the alternating wild symbol may appear in the base game reel spin. FIG. 1T shows an example game screen diagram 1000, which be displayed at various gaming machines 100 including gaming system 300 shown in FIG. 4A. In this embodiment, the graphics display includes a matrix of symbol locations 1001 that displays symbols in four locations 1004 on five separate reels 1002. The graphic display 1000 also includes a box 1006 for displaying texts regarding prize features. There may also be displayed a prize table 1008. A group of accounting indicators at the lower right displays various pieces of data such as the current wager box 1010, available credits 1012, and/or payouts 1014. The touch screen play button 1016 also displays the wager for each game 1016. A message line 1018 displays messages concerning game progress, results, and related information.
In this embodiment of the invention, a slot machine reel game employs the alternating wild symbols that appear in the base game play or the bonus game, these wild symbols having special properties and rules similar to those discussed with respect to the first example in which the alternating wild symbols appear and flip across the screen. Depicted in the base game result shown in matrix 1001 is one such alternating wild symbol 1020, a fish symbol marked Flip'n Wild. Alternating wild symbol 1020 has the function of transforming alternate symbols along a designated path, preferably beginning where the symbol appears, into wild symbols. In a preferred version this transformation is accompanied by animation of symbol 1020 flipping along the designated path. As it moves, the alternating wild symbol alternates or flips from a "flip" side to a "wild" side. In every reel position that the wild side lands, a wild status or wild symbol is left in place.
FIG. 1U is a game screen diagram illustrating a path traversed by the Flip'n Wild symbol of FIG. 1T. The depicted graphic display 1000 shows the game result of FIG. 1T with the instance of the alternating wild symbol 1020 depicted in the second reel. As depicted by the path marked by dotted regions 1102 and 1104, the alternating wild symbol 1020 has traveled along a path alternating between the flip and wild sides as it moves one symbol location at a time. This path is depicted in two parts. The first portion of the path shows movement to the right by the alternating wild symbol 1020, and is marked 1102. The second part of the path is marked 1104, which represents movement toward the top of the array. Although in this instance there is only one change of direction, this is not limiting and various embodiments use paths in which the direction of movement can change at each flip or change in other manners.
FIG. 1V is a game screen diagram following that of FIG. 1U and showing which symbols in the path of the alternating wild symbol 1020 are converted to wild symbols 1202.
FIG. 1W is a game screen diagram according to another embodiment of the invention. In this embodiment, an alternating wild symbol is employed in a bonus round providing player interactivity. The player is given a number of "flips" which can be activated to alternate or flip the alternating wild symbol from its current location to a new location. In some versions, the flips may be earned by collecting special symbols that appear in the base game round. In other versions, the number of flips given may be randomly or pseudo-randomly determined at the start of the bonus round. In the depicted version, the number of flips are collected during base game play. Different variations of this scheme might activate the bonus round when a particular number of flips are collected, or may activate the bonus round with a specified pattern such as a scatter pattern. The bonus round as depicted is presented as a free spin in which an alternating wild symbol 1020 is guaranteed to appear. The dotted regions 1301, 1302, and 1303 represent portions of the path the alternating wild symbols flow. In the depicted scenario, the bonus round spins up a single Flip'n wild symbol 1020 in the second column. The player then activates their "flips" to cause symbol 1020 to flip a number of times. In this example each flip produces one wild symbol, and the first flip may produce a wild or may show the flip side of symbol 1020 and then flip again to show a wild. Region 1301 shows the results of the first activated flip as the player uses one flip credit and the alternating wild symbol flips one location to the right and lands on its wild side, showing a wild status. At this point, it must flip to show the flip side before it can again show the wild side. Region 1302 shows the results of the player's second activation, in which alternating wild symbol 1020 flips upward twice, showing its flip side and then its wild side. Region 1303 shows the results of the player's third activation, in which symbol 1020 flips to the right from region 1302, and then flips down. Some versions may require the player to hit flip twice for each credit, once to alternate to the flip side and once to alternate to the wild side. Other versions may conduct both movements with a single input. Preferably, the path of movements is chosen randomly in the manner described above. Other embodiments such as Class II versions may use a predetermined set of movement directions. A reverse-mapped outcome may be employed if the game logic is aware of how many flips will be employed by the player. Therefore, Class II versions and other reverse-mapped gaming systems preferably require the player to use all of their collected flips within a bonus round, or provide a determined number of flips in a seemingly random manner within the bonus round if flips are not collected.
FIG. 2A is a flow chart showing the general process of play at a gaming machine that includes an alternating wild symbol according to preferred embodiments of the invention. The depicted process preferably takes place in the context of the base game, as described above, but may also be employed in the context of a bonus game round. In fact, one preferred embodiment includes a bonus round of multiple free spins in which every free spin is guaranteed to have at least one alternating wild symbol. In such a case, step 2004 which receives a wager from the player, is obviously skipped for the free spins. Otherwise, the process is very similar between bonus free spin rounds and the base game round depicted in FIG. 2A.
The depicted process 2000 begins with displaying an initial state of the array which typically includes some arrangement of symbols in the symbol locations of the array (step 2002). Next, the process receives a wager from the game player at step 2004, which typically consists of some input from the player to set the amount to be wagered from their credit amount on the machine. This step may also be carried over from previous game rounds by simply starting the game with the previous wager amount set. Then, in step 2006, the process receives a play input from the player. This typically happens through a `Play` button on the game cabinet or touchscreen display, and serves to place the wager and start a single round of game play in the base game. Next at step 2008, the process begins conducting the activated game by rearranging the symbols in the matrix. In embodiments having reels, reels displays, or simulated reels, this is conducted by spinning the reels. Other embodiments may otherwise rearrange or randomize the symbols on the matrix in any suitable manner.
At step 2010, the process checks if the current result is an alternating wild type result, that is whether it will include alternating wild symbols. In this version, the alternating wild symbols are not present as a symbol in the base game results, but instead flip onto the screen in the manner depicted in the example scenario in FIGS. 1A-1H, 1J-1N, and 1P-1S. If Class III game logic is employed to determine the game outcomes, step 2010 may involve checking a random number generated for the game outcome against predetermined ranges or values that activate the alternating wild feature. In embodiments that employ a "true spin" of simulated reels, step 2010 may involve checking the reels for the presence of some activating pattern such as a special symbol or a scatter pattern. Further, in versions that allow the alternating wild symbol to appear in the base symbol array, this step involves checking for the presence of one or more alternating wild symbols in the spin result symbol array. Other versions may provide that every base game result has some alternating wild sequence. As another variation, where allowed by gaming regulations, a random number may be generated specifically for determining whether a particular result will have alternating wild symbols. This step may also determine how many alternating wild symbols will appear. Such determination may employ any suitable technique including those discussed above such as true-spin, single random numbers, trigger symbols or a variety of scatter patterns that trigger different number alternating wild symbols, or the number of alternating wild symbols based on a separate random number or other random determination.
In some embodiments, the software executing the process may, of course, already have available some indication that a special wild symbol will be part of the game outcome, because some embodiments employ reverse-mapped outcomes generated from randomly selected prizes, or otherwise create outcomes from prizes and not directly based on an array of random symbols. For example, some embodiments reverse-map the outcome from Class II bingo game results which are operable with reduced regulatory and tax requirements in certain gaming jurisdictions. Other embodiments may select outcomes from a bank of predetermined outcomes such as electronic lottery tickets. Variations that employ reverse-mapping are further described with regard to FIG. 2C. The particular method of generating a randomized outcome of the base game is not important. Referring again to FIG. 2A, if the base game result is designated as a special wild type result, the process goes to step 2012. If not, the process skips to step 2014. In some versions, a special wild type result will include special wild symbols in the initial spin results of the base game, while other versions will not, as discussed above.
Referring to step 2012, if the result is an alternating wild type result, the process conducts the display of alternating wild symbols that travel onto the screen in a manner such as that described with regard to FIGS. 1A-1H, 1J-1N, and 1P-1S. Preferably, this step includes displaying some type of graphic sequence indicating that the transformations are taking place in order to build the excitement of playing the game. Preferably, at the end of this step, the transformed symbols are left with some visual indication that they have been turned wild, such as, for example, wild or some other special graphics added to the symbol, such as the wild graphics left in place in the graphic sequences depicted in FIGS. 1A-1H, 1J-1N, and 1P-1W. The process of determining the path that alternating wild symbols travel on the screen and displaying their effect is further described with regard to FIG. 2C.
Next at step 2014, the process evaluates the matrix for winning patterns using the wild status resulting from the alternating wild symbols. This evaluation preferably employs a plurality of pay lines according to well-known slot machine game techniques; but this is not limiting and other versions may use other prize evaluation schemes or combination of schemes to determine the presence winning patterns. At step 2016, the process confers any resulting awards to the player, and then ends the game round at step 2018.
FIG. 2B is a flow chart showing an example process of implementing an alternating wild sequence. The process 2100 shows the steps of deciding and controlling what direction the alternating wild symbol will take as it moves along screen. The process shows a series of steps that are repeated for each movement of the alternating wild symbol to an adjacent symbol. This example process may be used in game versions where the alternating wild symbols flip onto the screen, traverse the screen, and then flip off of the screen. It may also be used in versions in which the alternating wild symbol may appear in the array, but then traverse the screen and move off of the screen.
The depicted process begins at step 2102, where it begins to flip a new alternating wild symbol over to a new location. At this initial step 2102, if the symbol is brand-new, as it first enters the screen, it will be given the location preferably chosen at random by the game controller where it is to appear on the periphery of the symbol array. It is also given a starting state of either flip or wild (for example, FIG. 1B shows an alternate wild symbol that is initialized in its wild state off the screen, and then alternates to the flip state during its first movement onto the screen). The current state of the alternating wild symbol is employed at step 2104 to decide how to process the next movement of the symbol. If the alternating symbol is currently wild, the process moves to step 2114, where it deposits a wild indicator at the symbol's current location before movement. Obviously, if the symbol is moving on to the game array, the symbol is typically not deposited outside of the game array, therefore this step would be skipped for the first movement of a symbol onto the symbol array. Next, at step 2116, the process randomly selects a new flip direction in which to move or flip the alternating wild symbol. After selecting the new flip direction, the process at step 2118 performs a flip animation showing the movement of the symbol and the selected direction and showing the animation of the change, rotation, or flipping movement that alternates the symbol from its wild side to its flip side or non-wild side.
Next, at step 2120, the process checks if the new location is off of the symbol array. If so, the process goes to step 2122, where the current pattern is ended. At this point, if multiple alternating wild symbols are used in the sequence, a new symbol path may be started for a new symbol. Otherwise, the sequence concludes, and the game proceeds to evaluate the symbol matrix. If at step 2120 the current location is not off of the array, the process must continue to flip the alternating wild symbol until it moves off of the array. Therefore, the process goes to step 2124, where it shows a temporary animation of the symbol in its flip state, and then proceeds to step 2102 to repeat the depicted process starting at the new symbol location. While this embodiment ends each particular path taken by alternating wild symbols by flipping the symbol off of the symbol array, other embodiments may use another method of ending the path at steps 2110 and 2120. For example, some embodiments may use a fixed number of flips for each symbol, after which the symbol stops on the array. The number of flips may vary between symbols. Other embodiments may use some type of accrued player points or tokens collected during other game rounds to determine the number of flips.
At this point, after going through the right-hand depicted branch of the process, the alternating wild symbol will have changed its state from wild to flip, or non-wild. Therefore the branch decision at step 2104 will answer no and the process goes to step 2106 to enter the left-hand depicted branch, where it randomly selects a new direction to flip the alternating wild symbol. Because the alternating wild symbol is currently showing its flip side, the next alternation will show the wild side. The process at this step therefore excludes from possible movement any symbols that have already been made wild by an alternating wild symbol. This is not limiting, and other versions may allow an alternating wild symbol to confer wild status at a symbol location already made wild, thereby activating a 2.times. Wild or 3.times. Wild feature which includes a 2.times. or 3.times. prize multiplier, or some other similar feature. However, preferred versions do not allow alternating wild symbols to alter a location twice, because the preferred base game symbol set includes a base wild symbol. This base wild symbol is transformed into a 2.times. Wild (a wild with a 2.times. multiplier) when an alternating wild symbol deposits a wild status on it.
After choosing the movement direction, the process at step 2108 performs the flip animation showing the alternating wild symbol flipping a rotating from the flip, or non-wild, side to the wild side. Next, if the current location is off the array, meaning that the symbol has flipped off the array and concluded its path, the process at step 2110 goes to step 2122 where the current path is ended and the symbol animation sequence is concluded with some appropriate animation signifying the end of the path. Next, the process goes to step 2112 where it shows a temporary animation of the wild side of the alternating wild symbol added lands in the selected location. Next, the path of movement for the alternating wild symbol continues to build by returning back to step 2102 to begin the process of alternating to the next location.
FIG. 2C is a flow chart of an alternate embodiment of the general process of play at a gaming machine. This embodiment may be used with Class II bingo game results or other Class II type systems such those that use predetermined outcomes known as electronic lottery tickets. It may also be used with Class III systems that generate a single random number and reverse-map a resulting game presentation based on that number. Generally, in the depicted process the result is determined or selected by a game server or central determinant server (See FIG. 4B). Then a suitable game sequence, including real spin results and an alternating wild symbol sequence, is reverse-mapped to the existing result in order to present a game that flows with a similar game process to a true spin game from the player's point of view.
The flow chart shown in FIG. 2C is divided into boxes, the top box labeled "at game server" indicates that part of the method is performed at the game server 302 and award controller 305 (FIG. 4A), or in another example network configuration version at the game server 403 or central determinant server 405 (FIG. 4B). The lower box indicates that the remainder of the method is performed at the electronic gaming machine 100. It should be understood that this is only one example embodiment, and other versions may divide the processing tasks of the game process in a different manner. For example, some systems may employ a thin client architecture in which practically all of the processing tasks are performed at the game server, and only display information for the player interface transmitted to the electronic gaming machine. In such an embodiment, only steps 2209, 2220, 2221, and 2222 are performed by the electronic gaming machine, with the remaining steps performed by one of the game servers in the system. In such a case, though, the software architecture is preferably designed as a thin client in which a dedicated virtual machine running on the game server (or a virtual machine server connected in the gaming network) performs the tasks designated in the present drawing as occurring "at the gaming machine." In the depicted method, the process is performed by the respective computer hardware operating under control of computer program code. While central processor arrangements may vary (for example award controllers may be integrated on the same machine with a gaming server, or may be a separate server connected on a secure network), the particular central determinant architecture is not limiting and will be referred to generally in this drawing as the game server (i.e. 302, 403). At the game server, the method includes storing one or more pools of game play records as shown at step 2201 in FIG. 2C. The pools of game records may be embodied in computer files or other suitable groups of data structures, each file containing a series of game play records for a particular game. As shown at step 2202 in FIG. 2C, the method performed at game server further includes receiving game play requests originating from electronic gaming machine 100. In the preferred form of the invention, several games may be played at a given time and therefore several different game record files will be stored at game server. Where several game record files are available, the method includes the step of determining which game record file is to be used in response to the play request. This game record file determination step is shown at step 2203 in FIG. 2C. This step involves using information from the play request to identify the appropriate game record file.
For example, in the preferred form of the invention, a play request from electronic gaming machine 100 includes the game index value. Each different game index value is associated with a different game to be played and thus corresponds to a different game record file identifier and different game record file. In a preferred implementation, the game record index values comprise the game file identifiers, and the step of determining the appropriate game record file comprises simply reading the received game index value to identify the associated game record file. Otherwise look-up tables may be used at game server to relate a received game index/game play request to a particular game file identifier and game record file.
Once the particular game record file has been determined, the central processor program code causes the record index associated with the next available game record to be retrieved as shown at step 2204. The program code then, at step 2205, causes the game server to communicate the retrieved record index to the electronic gaming machine 100.
Several different index tables may be stored at electronic gaming machine 100, each identified by a different index table identifier. Where different index tables are used at electronic gaming machine 100, the method at the gaming server includes retrieving the index table identifier associated with the particular record index along with that record index. This index table identifier is then communicated to electronic gaming machine 100 along with the record index at step 2205.
The description continues in the full USPTO document.